Rise of the Village Hero - Luduspaxstudios

Hey everyone!

I’ve got a big announcement to make - a major update has just gone live for Rise of the Village Hero!

This is something I’ve wanted to achieve for a long time but never fully committed to before, as I wasn’t sure if I could pull it off. I’ve tried several times to add controller support to the game, but every attempt either broke my scripts or made the controller work while disabling keyboard and mouse support - which was far from ideal. Thankfully, version control saved me more than once, letting me roll back to a working version and try again.

After months of attempts, I finally did it - Rise of the Village Hero now has partial controller support!

Here’s a breakdown of what currently works and what’s still in progress:

✅ Fully Supported

  • You can move around the map, open the inventory, quest log, and pause menu.

  • You can engage NPCs in dialogue (still needs some testing).

  • You can use the abilities bar and rotate or zoom the camera smoothly using the right stick.

  • You can attack enemies you can add skill points to your character stats ( although this needs more testing).

 

⚙️ Not Yet Fully Supported

  • Pop-up descriptions for skills, items, and quests don’t appear when using a controller. This will be added in the next patch.

  • Full menu navigation with the controller isn’t available yet — I plan to include this in future updates.

  • Shops and stores can’t be operated via controller at the moment.

  • Equipping items in the inventory still requires a mouse, as it currently relies on click-and-drag actions. This will be one of the harder systems to implement, but I’m working towards it.

 

🎮 Controller Layout

  • Abilities (6 Quick Action Buttons): LT, LB, RB, RT, East Button, West Button

  • Move: Left Stick

  • Confirm / Interact: South Button

  • Rotate Camera: Right Stick (left/right)

  • Zoom Camera: Right Stick (up/down)

 

🐛 Bug Fixes

  • Fixed an issue where adding controller support broke the main menu (resolved in today’s second patch).

  • Fixed a problem where players could open multiple menus at once - for example, pausing the game and then opening the inventory or quest menu simultaneously.

The game works the same for keyboard and mouse nothing else should have changed that.

Overall, the game feels fantastic in combat with the controller - it gives a really satisfying sense of control over your character.

My next goal is to rework the Options menu and include a clear breakdown of all control settings and look forward to release a few more updates along the way.

That’s all for now! I hope you enjoy the new controller support update, and I’ll see you in the next post with more improvements!

Silv

Rattus Velocitas - FuzzyQuils

G'day Rat Racers, this is the last tiny hotfix patch for the Online Mode update to address some rather silly regressions in the UI:

  • Fixed a bug where it was impossible to leave the "Ready to Race?" screen without first starting the race and quitting.

  • Fixed some UI alignment issues on 4:3 and 5:4 resolution screens.

Save Your Soul - Beholder

Some players didn't like the game being too difficult, so we've reworked all 22 levels to normal difficulty.

Humanica - panfachdev

Hello, everyone! Today, I would like to summarize the results of the recent Steam Next Fest and discuss my plans for bringing the game to release. There will be fewer images and more text.

First, thank you very much to everyone who played the demo at the festival! <3 The result: 3,000 players, +3,500 additions to the wishlist. You wrote a lot of feedback in reviews, on the steam community section, and on discord. There was both positive and negative feedback. I will try to fix all the flaws and issues that were mentioned.

I analyzed all the feedback and identified the main problems in the game that can be fixed:

  • At the beginning of the game (the first few hours), there is too little content, and players get bored.

  • The pace of the game is too slow, settlers work too slowly, and the day passes too quickly. Often you just have to wait.

  • There is a lot of routine: it gets boring to constantly mark resources for gathering, assign settlers, etc.

  • The game is not very intuitive, the interface is uninformative. The tutorial is not clear enough.

  • Sometimes the AI of the settlers does not work well: they often carry items one at a time, search for food, tools, and resources in a suboptimal way, and search for available work in a suboptimal way.

  • Players cannot customize the game to their liking: there are practically no settings, no key rebinding, no difficulty settings at the beginning, no flexible map selection at the beginning.

I will try to fix all these issues before release.

The release is scheduled for early 2026. I have about a few months to finish the game. Here are the new major features I want to implement:

  • Prosperity points system. The more technologically advanced the tools and clothing used by the settlers are, and the more technologically advanced the buildings you construct are, the faster prosperity points will accumulate each day.

  • Tree of Laws. Each law will make it easier to manage the settlement or simply give a permanent bonus. Examples of laws: automatic settlement of homeless people, the ability to produce items up to a limit, all residents behave as handymen if they do not have available work, etc. Laws will be purchased with prosperity points.

  • Annual plan system. These are essentially bonuses that last for one year. Each spring, the player will be able to approve plans by spending prosperity points. The set of available plans is very limited, but new plans can be found randomly on the world map.

Also, I mustn't forget about improving the existing functionality. Here are the points I would highlight:

  • Improve the world map to make it more interesting and challenging to explore.

  • Improve fights with enemies so that they are not so simple and boring. Add more tower defense elements.

  • Add more QoL features that will simplify management: gatherers' huts, advanced priority settings, prohibiting residents from using certain tools or eating certain foods, baskets should be equipable and add new slots to the inventory, and much more.

  • Fix all the flaws that became apparent after the demo festival. 

To be continued!

Last Front - Murzbl4

🧩 Patch Notes — Version 0.17 Demo

New Features
  • Added the ability to create and switch between squads, making battlefield troop management much easier.

  • Added unit effectiveness icons, showing which target types units are strongest against.

  • Added a new target and damage type — “Rockets”. Some units now deal specialized damage to rockets and aircraft.

  • Units and buildings are now highlighted on the minimap with different shapes for better readability.

  • Added visual feedback when resources are received above buildings that generate money.


Demonstration of New Features
  • Below is an example of unit effectiveness using the BMP-2M.
    This unit is extremely effective against buildings (level 5), less effective against armored vehicles, deals minimal damage to infantry, and cannot attack air targets or rockets at all.

  • Below is an example of the updated minimap.
    Now different types of objects have their own shapes, making them instantly recognizable:

    🟦 Squares — buildings,

    🔺 Triangles — defensive structures,

    Circles — regular combat units.

  • Below is an example of visual feedback for incoming resources.
    Whenever resources are added above supply buildings, a pop-up appears — for example, “+300”.
    This makes resource collection clear, informative, and lively.

  • Added the squad system, making battlefield troop management even more convenient.
    Now you can create up to five squads, quickly switch between them, and instantly center the camera on a selected group of units.

    Controls:

    • Shift + 1–5 — create a new squad or add selected units to an existing one;

    • 1–5 — select a squad;

    • Double-tap (1–5) — center the camera on the selected squad;

    • Alt + 1–5 — delete a squad.


⚙️ Balance and Gameplay
  • Increased health of defensive structures “KASHTAN” and “HURACAN”: 1200 → 1600.

  • Reduced infantry damage of TIGR-M: 22.5 → 15.0.

  • Adjusted rocket health and damage to them from other units.

  • Increased camera range — now you can zoom in and out more freely.


🤖 AI and Bot Behavior
  • Fixed AI behavior — it now better evaluates attack potential and distributes forces more effectively against the enemy.

  • Fixed auto-reload for Ka-52 and BMPT “Terminator” units.

  • Fixed a bug where bots could duplicate upon rematch, creating two bases at the same spawn point.


🐞 Bug Fixes
  • Fixed auto-aggro radius and auto-attack — units now correctly respond to approaching enemies.

  • Fixed a bug where soldiers tried to enter an already full transport and got stuck in animation.

  • Fixed a scenario where the helicopter would not land if infantry could not reach the landing zone.


🏁 Conclusion

Version V0.17 Demo makes army management even more convenient, improves AI behavior, adds new visual elements, and makes gameplay more stable and understandable.

Thanks to everyone who helps develop the project! ❤️ Your feedback, ideas, and testing make the game better every day.


Next update plans — a new map for 3–4 players, likely set in the Middle East with dust and sand. It will be much larger, more dynamic, more beautiful, and more detailed, allowing testing of optimization, bug fixes on large maps, and preparing for bigger updates such as multiplayer, addition of a new faction — USA, and balance testing.

The next update will focus on this map and improving the gameplay experience on it, making each match more interesting and engaging.

SinVR - Cinemasvaro
Dive into 69 Seconds Later, the kinkiest, most depraved adult game you'll ever play!

In a post-apocalyptic wasteland overrun by sex-crazed zombies, fuck your way to salvation through high-octane horror, gut-busting humor, and hardcore erotica.

This isn't just a zombie romp—it's an NSFW fever dream where survival gets down and dirty.

For the first time, we're introducing our innovative narrative system: longer, more elaborate comics that weave a gripping story across 6 chapters! Plus, indulge in every kink imaginable—threesomes, chains and restraints, futanaris, endless creampies, and more.

Grab it now HERE and unleash the apocalypse!

Fantasex Chronicles - Cinemasvaro
Dive into 69 Seconds Later, the kinkiest, most depraved adult game you'll ever play!

In a post-apocalyptic wasteland overrun by sex-crazed zombies, fuck your way to salvation through high-octane horror, gut-busting humor, and hardcore erotica.

This isn't just a zombie romp—it's an NSFW fever dream where survival gets down and dirty.

For the first time, we're introducing our innovative narrative system: longer, more elaborate comics that weave a gripping story across 6 chapters! Plus, indulge in every kink imaginable—threesomes, chains and restraints, futanaris, endless creampies, and more.

Grab it now HERE and unleash the apocalypse!

Hentai Dolls - Cinemasvaro
Dive into 69 Seconds Later, the kinkiest, most depraved adult game you'll ever play!

In a post-apocalyptic wasteland overrun by sex-crazed zombies, fuck your way to salvation through high-octane horror, gut-busting humor, and hardcore erotica.

This isn't just a zombie romp—it's an NSFW fever dream where survival gets down and dirty.

For the first time, we're introducing our innovative narrative system: longer, more elaborate comics that weave a gripping story across 6 chapters! Plus, indulge in every kink imaginable—threesomes, chains and restraints, futanaris, endless creampies, and more.

Grab it now HERE and unleash the apocalypse!

Mind Her Manor - Fidchell

Hello, everyone! The Halloween update from the beta demo has now officially returned! For about a week or so, enjoy Lady Fay's manor in a nice, cozy fall aesthetic. Additionally, Pumpkins have been added back in! These plump fruits are especially favored by canids... perhaps a big hulking beast would enjoy if it were put on a Servant? They might also have some value in Vania's shop.

Lastly, we have a plethora of bug fixes since the last update:

  • Reduced hitbox duration of Acolyte's flame pillar.

  • Halted Acolyte puff attack's frames when paused.

  • Expanded Acolyte puff hitbox.

  • Applied i-frames for Therwolf during dagger super.

  • Fixed video setting being automatically selected if you go there via mouse click.

  • Fixed not being able to back out of last two video settings if you press escape.

  • Shortened Therwolf hitboxes so he can fit behind some things.

  • Therwolf pathfinding improved.

  • Fixed Therwolf getting stuck behind stairs while chasing.

  • Fixed door closing sound playing when Therwolf goes through stairs.

  • Fixed Therwolf run sounds playing in pause menu.

  • Fixed lighting and UI updating while blinds effect is going on during return to title screen.

  • You cannot use the describe function if Henri is not in "free" state.

  • Changed some maps layout around so entities don't get stuck.

  • Fixed enemies attacking player while being in Therwolf's clutches.

  • Fixed Courtyard ingot being deleted if you pick up an ingot elsewhere.

  • Expanded Froggo close lick hitbox.

  • Fixed poison state causing problems.

  • Deactivated organizing/deleting items when opening menu or starting cutscene (which can lead to a crash).

  • Froggo tounge snag attack refactored to fix visual glitch.

Pizza Deathlivery - Kusa Games

Hey Deathliverers!

First off, a HUGE THANKS for all your feedback on the game, and to the streamers for their streams and YouTube videos—it really means a lot to us!

We've taken note of all the feedback we've received, and given the game's reception, we should be able to bring you some new content fairly quickly (we hope)!

Please don't hesitate to leave us reviews on the Steam page, it helps us a lot!

Today, we're releasing a small patch to improve balance and quality of life. Here is the list:

Monsters:
  • The ghoul's running speed has been slightly reduced.,

Items:
  • Chorizo, bananas, pizza rollers, balls, and apples can be thrown at enemies to stun them. This does not destroy the item.,

  • Chorizo and bananas no longer destroy themselves when hitting an enemy.,

UI:
  • A message is displayed when the day is over and it is midnight.,

  • A message is displayed at the start of the day to show what day it is.,

Bugs:
  • It was possible to soft lock in a bush next to the H24, but this is no longer the case.

  • When you are outside after midnight, going spec mode will now show you correctly your character.

Have a great weekend, and don't forget to order some pizza (especially if it's foggy!).

...

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